I should never, ever, ever have to be at a ql 75 base owned by my own organization, and be unable to attack someone who is damaging my guild's towers. Ever. I should be able to fully defend a level 10 base. I don't care if the attackers are level 1 and I'm level 200. If they've done damage to my guild's towers, I should be able to attack them. All my towers should be attacking them, too.Originally posted by Darkbane
Hmmm. Interesting point...
However, lets take that QL75 tower for example. Attackable by players in the range 59-97 (approx). That means the defenders can be in the range 46-125 (again, approx), which means the attackers should be in the range 36-162, which means... even without being able to buff/heal etc, all levels *can* still have a role in offence and defence of a tower, just some indirectly.
Of course, if the attacker sends just level 60-70s, then a high level defender will be useless, but that's strategy
No, I think the simplest solution is just to block nano/item/pet use in LCAs based on the PvP rules. There is just too much variability in guilds for more complex systems to be useful.
Maybe once crowd control is implemented, it can warp people out based on trying to balance average levels between sides or something, but that's another kettle of fish altogether.
What you're calling strategy, I call exploiting the system. Look at your signature, Darkbane. You gain a benefit (being able to destroy turrets without interference from defending players) from a game system (the PvP level brackets) that the designers can't have intended in creating that system. Under the proposed limits that Cz brings up, and that you are seeming to endorse, being high level is a liability, not a benefit, for defending your own bases. That is just ludicrous.
This especially applies if the base is around QL 100-150. Or even under QL 201, because there is a huge difference in power between a ql 200 and a ql 201 turret - the same as with mobs. Level 120 players in a team with a level 120 doctor could probably assault a level 200 turret with very high degrees of success thanks to the 40m range limit on the turrets and their protection from higher-level defenders - ie, the people who built the base.